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<blockquote data-quote="KidSnide" data-source="post: 6153412" data-attributes="member: 54710"><p>I think D&DN will want to keep the d20 system where the difficulty of the task (in this case saving throw) sets the DC and the ability of the person attempting the task (the person trying to make a saving throw) determines the bonus.</p><p></p><p>This whole issue is coming up because saving-or-suffer effect isn't completely compatible with the flat math idea of D&DN. As a systematic approach, they have two choices:</p><p></p><p>(1) They can provide save bonuses, presumably at a lower rate than 3e/4e. This can create "flatter math", but still preserves a chance of lower level effects hosing higher level characters.</p><p></p><p>(2) They can design the effects so the penalty for failing a save decreases with level. Hit point thresholds were an approach at this (and level/HD thresholds served this purpose in 1e/2e), but you could imagine others as well.</p><p></p><p>#1 is analogous to slowly ramping up ACs and to hit modifiers as characters gain levels. #2 is analogous to just giving higher level characters more hit points (i.e. they suffer proportionately less when hit by lower level opponents).</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 6153412, member: 54710"] I think D&DN will want to keep the d20 system where the difficulty of the task (in this case saving throw) sets the DC and the ability of the person attempting the task (the person trying to make a saving throw) determines the bonus. This whole issue is coming up because saving-or-suffer effect isn't completely compatible with the flat math idea of D&DN. As a systematic approach, they have two choices: (1) They can provide save bonuses, presumably at a lower rate than 3e/4e. This can create "flatter math", but still preserves a chance of lower level effects hosing higher level characters. (2) They can design the effects so the penalty for failing a save decreases with level. Hit point thresholds were an approach at this (and level/HD thresholds served this purpose in 1e/2e), but you could imagine others as well. #1 is analogous to slowly ramping up ACs and to hit modifiers as characters gain levels. #2 is analogous to just giving higher level characters more hit points (i.e. they suffer proportionately less when hit by lower level opponents). -KS [/QUOTE]
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